From dfc387644939aada1edb69f8f730e62f116f1ae3 Mon Sep 17 00:00:00 2001 From: mattkae Date: Sun, 1 May 2022 18:37:59 -0400 Subject: Fetching bunny model --- themes/LeafParticleRender.cpp | 26 +++++++++++++------------- 1 file changed, 13 insertions(+), 13 deletions(-) (limited to 'themes/LeafParticleRender.cpp') diff --git a/themes/LeafParticleRender.cpp b/themes/LeafParticleRender.cpp index e1ed1ec..3ab46a0 100644 --- a/themes/LeafParticleRender.cpp +++ b/themes/LeafParticleRender.cpp @@ -5,12 +5,12 @@ #include "types.h" #include -const int32 verticesPerLeaf = 6; -const float32 leafRadius = 3.f; -const int32 fallChanceMax = 100; +const i32 verticesPerLeaf = 6; +const f32 leafRadius = 3.f; +const i32 fallChanceMax = 100; -inline void updateLeaf(Renderer2dVertex* vertices, Vector2 position, Vector4 color, float32 scale) { - float32 radius = scale * leafRadius; +inline void updateLeaf(Renderer2dVertex* vertices, Vector2 position, Vector4 color, f32 scale) { + f32 radius = scale * leafRadius; Vector2 bottomLeft = Vector2(-radius, -radius) + position; Vector2 bottomRight = Vector2(radius, -radius) + position; Vector2 topLeft = Vector2(-radius, radius) + position; @@ -33,9 +33,9 @@ void LeafParticleRender::load(Renderer2d *renderer, TreeShapeLoadResult* lr) { updateData = new LeafParticleUpdateData[numLeaves]; vertices = new Renderer2dVertex[numVertices]; - for (int32 leafIdx = 0; leafIdx < numLeaves; leafIdx++) { - int32 randomBranch = randomIntBetween(0, lr->numBranches); - int32 randomVertex = randomIntBetween(0, 6); // TODO: Manually entering num vertices per branch. + for (i32 leafIdx = 0; leafIdx < numLeaves; leafIdx++) { + i32 randomBranch = randomIntBetween(0, lr->numBranches); + i32 randomVertex = randomIntBetween(0, 6); // TODO: Manually entering num vertices per branch. updateData[leafIdx].vertexToFollow = &lr->updateData[randomBranch].vertices[randomVertex]; updateData[leafIdx].fallChance = randomIntBetween(0, fallChanceMax); updateData[leafIdx].color = Vector4(randomFloatBetween(0.3, 0.9), randomFloatBetween(0.1, 0.6), 0, 1); @@ -58,7 +58,7 @@ void LeafParticleRender::load(Renderer2d *renderer, TreeShapeLoadResult* lr) { glEnableVertexAttribArray(renderer->attributes.color); glVertexAttribPointer(renderer->attributes.color, 4, GL_FLOAT, GL_FALSE, sizeof(Renderer2dVertex), (GLvoid *)offsetof(Renderer2dVertex, color)); - for (int32 idx = 0; idx < 4; idx++) { + for (i32 idx = 0; idx < 4; idx++) { glEnableVertexAttribArray(renderer->attributes.vMatrix + idx); glVertexAttribPointer(renderer->attributes.vMatrix + idx, 4, GL_FLOAT, GL_FALSE, sizeof(Renderer2dVertex), (GLvoid *)(offsetof(Renderer2dVertex, vMatrix) + (idx * 16))); } @@ -67,12 +67,12 @@ void LeafParticleRender::load(Renderer2d *renderer, TreeShapeLoadResult* lr) { glBindVertexArray(0); } -void LeafParticleRender::update(float32 dtSeconds) { +void LeafParticleRender::update(f32 dtSeconds) { elapsedTimeSeconds += dtSeconds; // Every time the fallIntervalSeconds passes, we remove one leaf // from the tree and send it barrelling towards the earth. - int32 fallRoll; + i32 fallRoll; bool didGenerateFall = false; if (elapsedTimeSeconds >= fallIntervalSeconds) { fallRoll = randomIntBetween(0, fallChanceMax); @@ -80,7 +80,7 @@ void LeafParticleRender::update(float32 dtSeconds) { elapsedTimeSeconds = 0; } - for (int32 leafIdx = 0; leafIdx < numLeaves; leafIdx++) { + for (i32 leafIdx = 0; leafIdx < numLeaves; leafIdx++) { auto updateDataItem = &updateData[leafIdx]; if (didGenerateFall) { @@ -126,7 +126,7 @@ void LeafParticleRender::update(float32 dtSeconds) { } case (LeafParticleState::Falling): { updateDataItem->timeElapsedSeconds += dtSeconds; - const float32 xPosUpdate = cosf(updateDataItem->fallHorizontalFrequency * updateDataItem->timeElapsedSeconds); + const f32 xPosUpdate = cosf(updateDataItem->fallHorizontalFrequency * updateDataItem->timeElapsedSeconds); updateDataItem->fallPosition.x += xPosUpdate; updateDataItem->fallPosition.y += updateDataItem->fallVerticalVelocity * dtSeconds; if (updateDataItem->fallPosition.y <= 50.f) { // TODO: Hardcoded ground for now -- cgit v1.2.1